anyone have ideas for creepy features, in an undead dungeon?


Advice


Hey everyone, I've got a campaign going where the characters are azlanti pureblood, they've just gotten out of a stasis effect during the time aroden dies.

I'm making one of their old war colleges into an undead dungeon run.

I have monsters, and an encounter trap (3.5 dungeonscape) but I'm lacking creepy features. Thanks.


Pathfinder Adventure Path Subscriber

Well for one encounter...

Starts with shuffling sound and the cries of babies in chorus.

Babies...bloated zombies, eyes empty black sockets, slowly moving along, dragging their feet, calling for mommy in an off-key slurring voice.
Covered in blood, wielding rusty kitchen knives. Use the plague zombies variant so they explode in a shower of disease-ridden gore each time the PCs drop one. Mix with a few fast zombies so you have little babies zipping along at high speed and swarming over the PCs as they merrily stab along.

Just an idea.

Oh yeah...dolls are also good. Dolls and babies both play into the uncanny valley.

Scarab Sages

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Take an innocuous animal, and make an undead swarm of them. We once encountered a swarm of zombie gerbils that were terrifying.

Zombie Butterflies would also be creepy. Imagine something as deadly as the scarab beetles in the Mummy, but that looks like butterflies. Since insects have endoskeletons, it would take a very high perception or knowledge check to notice they are undead until they start to attack.


Think your confusing creepy with distasteful
Something that is creepy makes you feel uncomfortable or afraid without being able to put your finger on the reason why


Walls that appear to be made out of warm flesh (real? illusion? your choice). Door knockers and other fixtures made out of body parts that actually swing at you (or bite you) when you get near them.


Kwauss wrote:
Walls that appear to be made out of warm flesh (real? illusion? your choice). Door knockers and other fixtures made out of body parts that actually swing at you (or bite you) when you get near them.

I'm thinking spiked bone walls, and flesh floors that bite and writhe, tripping people. Maybe some disease contact.


Creepy features are best captured with ephemeral things like strange noises, eerie music, movement seen from the corner of your eye, but not there when you look directly at it. Reflections in mirrors of something not seen in plain view. Undiscernable whispers, cobwebs felt on the face, but not really there - basically seeing, hearing and feeling something, but not being able to understand what it really is.

Aside from obviously including haunts, but ghostly presences in the form of moving and colored miasma, cold spots, floating orbs, wet footprints forming by invisible feet, floating objects, an invisible figure seated in a chair or laying in a bed - you see the indents and forms under covers, but nothing actually there. Shadows cast by unseen things.

There's a difference between creepy and horrible. Body parts, flesh walls, lots of blood are all horrible, but not necessarily creepy.


definitely things like painting they remember from before the were statised but now they show how the people died. figures in mirrors either friendly unable to get out, or villainous stocking the players through reflective surfaces until the time is right. statues that only move when there is no light on them (need to keep those torches lit).

Sovereign Court

Evidence that people who died in this dungeon did so in panic ...

desperate attempts at trying not to be dragged away could be bloody fingernail trails across the stone floor.

A dead body against a wall with its face locked in a visage of pure horror.

Someone just barely alive terrified of a certain noise.


Floors covered with the husks of dead beetles crunching beneath your feet.

The floor shimmers in front of you in beautiful radiance. Upon closer inspection, you see millions of wings from sprites.


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Here are a few that I've used in horror games.

*Large parts of the dungeon appear to be a pristine, spotless and empty mansion. Dining halls are well-lit, warmed, and tables are stocked with food. However, when viewed from a mirror, the mansions is filthy. Paint peels from the walls, the lighting is dim, and the only food is rotted. Food consumed not does sustain anyone who eats it, but it also does not inflict any immediate deleterious effect. Spells like Detect Magic and True Seeing do not reveal the effect as an illusion, and the origin of the effect remains a mystery, even after completing the dungeon.

*The location is very dark, almost pitch-black in fact, even to characters with low-light vision. Any character who ignites a light source immediately catches a glimpse of a long, slimy tail vanishing around a corner, their light source is immediately extinguished, and, for the next five minutes, hears and feels a rasping, warm and wet breathing on the back of their neck (which makes them Shaken). This noise is discernible only to the character who lit the light source. Turning to look for the source of the sound reveals nothing, but igniting another light source causes the character to immediately teleport to another part of the same floor. If, during the five minute period following the lighting of a light source, the character looks in a mirror, they will see the image of a massive dessicated human corpse following behind them. This creature makes no attempt to harm them, but cannot be meaningfully harmed.

*There is a box upon a mantle that, when opened, sprays a cloud of dust into a character's face. When the box is opened, the character feels a sudden rush of wind and the sound of dozens of feet scurrying along the ground. The dust is harmless, but for five hours after opening the box, the character detects as Evil and displays a number of unusual effects. These include: spiders instinctively nesting in their clothes and hair, all light sources (including magical ones) halving their radius when within five feet of the character, milk spoiling when touched by the character, the character's shadow moving independently of them, suddenly changing form or simply vanishing altogether, mirrors reflecting the character will instead show an image of the character aged by fifty years or as a skeleton, and harmless green flames springing up after third step the character takes. Additionally, for the duration of the effect, corporeal undead will be unable to recognize the character, and will ignore them as though they don't exist. Incorporeal undead, however, will react extremely aggressively and will always attack the affected character first so long as they are able.

*A cloaked figure carrying a massive, tarnished greatsword stalks around the entire dungeon. Lighting any light source will immediately alert it to the exact location of the light, and it will move to that location. If the light source moves, the figure will follow it. The figure is accompanied by swarms of poisonous spiders, which arrive at the light's location two turns before it does. It will extinguish the light by any means necessary, up to and including killing the offending creature. However, it is not hostile when encountered so long as it is not pursuing a light source, and can even become friendly. It cannot speak, and communicates only through Morse code. If a given character ignites five light sources while within the dungeon, the figure becomes permanently hostile, but only towards that character.

*A number of rooms and chambers contain completely illogical things, such as circles of extremely life-like statues, rows upon rows of one-inch carpentry nails, or entire walls of identical paintings. The features are harmless, but disturbing them in any way causes the layout of the dungeon to completely change, often in similarly-illogical ways.


Ishpumalibu wrote:
Kwauss wrote:
Walls that appear to be made out of warm flesh (real? illusion? your choice). Door knockers and other fixtures made out of body parts that actually swing at you (or bite you) when you get near them.
I'm thinking spiked bone walls, and flesh floors that bite and writhe, tripping people. Maybe some disease contact.

Have body parts in the bone walls. Turn them into functional traps like the floors. Arms that swing out and grab people pulling them into the spikes. Legs that kick out and trip players. Heads or parts of heads with still functioning eyes that watch players and close when others look. Sets of teeth that chatter when they move around the.

If players start attacking the body parts on the walls have them break open and a small spider swarm or other vermin swarm crawl out of the limb.

Have bones that rattle like wind chimes only to roll across the floor and form into a larger being.

Screams in the background. Or wailing like crying with no source to be found.

A palpable weight to the air that leaves players unsure if they should be wrapping their heads to stop disease.


Deep Rot.

Fair Warning: Linked article is relatively work-safe, but is hosted on a site that rhymes with 1d4schman.

The Exchange

Messing with textures, for some reason, can do a lot. By which I mean - if objects touched at first seem to be rubbery - or slimy - or quivering, and on closer inspection and further handling have perfectly ordinary textures, it's unnerving on a different level than visual creepiness.

And one effect that went over really well when my group ran through The Haunting of Harrowstone was the spontaneous appearance of writing on the walls. Though I think the sheer amount of the writing that spontaneously appeared (as opposed, say, to a single 'redrum') helped.

Dark Archive

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Some ideas from this thread might be suitable.

In a Vampire game, we encountered a Tzimisce (macabre flesh-sculptors able to summon and control animals) who had called a whale to beach itself and then flesh-crafted it into his castle, organ by organ, tissue by tissue, so that the walls were coated in flesh and arteries and veins, the doors connected to muscles that opened and closed according to his commands, the entire complex subject to a cooling breeze powered by the creature's lungs, and his vivisection chamber on a grate over the creatures stomach, which digested the 'drippings.' One creepier than average detail was that the door to the main chamber had a rolling whale's eye in the middle of the door, and it was connected to the still living (but totally insane) brain of the animal, which was trained / conditioned to recognize the master and open when he approached, then close behind him. The floors of the area were also 'carpeted' with whale-skin, and through the intact nervous system, the whale (and therefore it's master) knew where people were at all times, as it could feel them walking around.


Wow you guys, just wow, amazing ideas!


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Sounds like a cool idea for a campaign.

When your subject header said “undead dungeon”, I have to admit I was thinking some sort of undead gargantuan+ mimic or several of them stacked, severed and twisted together into an unliving amalgamation of aberrant flesh and bone.
Then I saw that you were going for an ancient Azlanti War College, so that might not be as appropriate…

Wall of text - Fun with the Shadow Plane and ideas for the War College:

… on the other hand, you could actually make it so. We know that Zon-Kuthon preserved much of Nidal from the Earthfall through the utilization of the Shadow Plane. It would be thematically interesting and perhaps metaphysically appropriate if the Azlant War College had some sort of similar defense that may have either kicked in automatically or been activated (either by someone whose remains or spirit may still be there or someone you may want to introduce later in your campaign). Pulling PCs into the Shadow Plane to explore the War College lets you put all sort of Kuthonite-flavored goodies like those described above and keep it realistic. Would an actual Azlanti War College likely have all of that? … no, but it’s Shadow Plane version probably would and if the PCs have to make it through the shadowy twin of the college in order to deactivate the defense it solves for verisimilitude (and, if you think the PCs are up for it and you’re feeling especially mean, means that the PCs may plane shift into the actual war college in the middle of the structure and have to make their way OUT through a series of magical traps, constructs, animated objects, and other Azlanti defenses, as well as whatever summoned creatures may have been bound and trapped in the structure this whole time or may have made their way in over the intervening centuries).

All of that said, I would go with other fun things like:

The Instructor
A Grave Knight tactics instructor who is in their “civies” – which is to say that they aren’t wearing the armor from which they will become reconstitute if defeated and therefore the PCs who attempt to win through via combat will have to face them at least twice. The lawful evil graveknight is slightly insane, APL+4 or so, and will see the PCs as “trainees” into whom it must instill both respect and the traditions of the College. PCs should be able to view this as an incredibly dangerous role-playing encounter which may punish overly aggressive behaviors. Diplomacy, Knowledge (History), Knowledge (Planes), Profession (Barrister / Lawyer) and Profession (Soldier) should all assist in the encounters with the Grave Knight instructor.

The Mess Hall
Here undead “cooks” carve bits of the unliving walls and serve them to former students and staff who have succumbed to the ghoulish curse of undeath. The dementia of the undead will cause them to hesitate before attacking PCs and PCs may be able to bluff their way through by attempting to “blend in” and either consume or appear to consume the fleshy repast prepared by the kitchen staff. Perceptive PCs may note that the walls slowly bleed, but appear to be growing back – at a rate just fast enough for the next scheduled meal. PCs who actually eat the undead flesh should at least risk being sickened / nauseated and perhaps risk ghoul fever or similar. Of course, they may also get a bonus to bluff or the ability to seem like a denizen of the College and bypass certain other threats if they’re willing to eat the meal of unliving flesh. Perhaps after enough is consumed they may take an infernal healing effect when consuming the flesh of sentient creatures. Knowledge (Religion), Diplomacy, Bluff, and Sleight-of-Hand should all aid in the mess hall encounter area.

The Armory
As PCs approach what is likely one of their main destinations in the College, they may note that the floor is sticky with dried blood. As they approach, the sounds of combat can be heard – but combat with an oddly measured pace. When they come within view they will see the animated bodies and / or spirits of several of the students and staff who sought the armory to defend themselves are being cut down by its defenses again and again - an unending battle which began at the Earthfall and has continued ever since. The undead continue to reanimate and the Armory itself continues to mend and maintain its defenses putting both sides in a macabre stalemate. The combat has occurred so often there is a sort of twisted pattern to it now and PCs risk destruction from both sides if they don’t time their attack when both sides are at their weakest. PCs should be encouraged to come up with creative ways to alter the tide of battle as neither side will interfere or interact with PCs until the PCs interrupt their endless struggle.

The Chapel
This should be the area that the PCs are both most leery of and should possibly the most subtle of the “creepiness” of the area.
It should appear perfectly preserved and peaceful – and it is – for here the attention of Lissala, one of the patron deities of Old Azlant yet remains.
So long as the PCs seem to be worshippers of Lissala, neither the chapel or its guardians will prevent the PCs from using the area as a resting location and the GM can make it seem like an ideal area to “camp” in the madness of the rest of the College.
If any of the PCs are divine casters, however, as soon as they are witnessed casting a spell or praying to a deity other than Lissala, the spirits of the temple will attack (likely while some PCs are asleep or unprepared for combat).
Each day at a specific time, everything in the temple will revert and be restored to how it was before the PCs arrived – including wiping any memory of the PCs from any guardian spirits and restoring any constructs, traps, or summoned creatures.

Azlanti Easter Eggs
For extra fun, you could consider having the PCs find…
A roster of exception students or those who were kicked out of the academy, which might include the name Aroden or Xin…
A commendation might show the signature from Queen Zura…
A treatise on the changes which can be afflicted upon divinity – namely the metaphysical and spiritual ramifications of the transformation of Dou-Bral to Zon-Kuthon by what was likely an outside force.
Graffiti indicating that the dean is a Veiled Master.
A letter from a worried parent indicating that the student who wrote the above graffiti has gone missing.
A partially burned report indicating that the aboleth were especially interested in occurences at this College.

Additional fun things
Doors which are made of flesh or undead flesh – and have to be cut open… they bleed and slowly start to heal. Should positive energy be used on them, they take damage as if undead, but always grow back.
A warm humid breeze from nowhere carrying the scent of carrion and the sounds of whimpering.
A trio of bodies, two of which are gnawed, the third looks to have died from starvation or dehydration. In blood, written on the walls in Azlanti “they are still trapped here with me, not even death will let us escape”. On the ceiling, well out of reach is scratched a response “of course not, and you will join them soon” in the same language, but obviously different handwriting.
When PCs channel positive energy to harm undead in one of the combats, have the structure and any furniture become blackened or take damage as well, possibly causing a shuddering moan to come from deeper within the structure.
Anyone detecting magic will also get glimpses of other things and states of existence around them – perhaps images of shadowy shapes ineffectively trying to feed on the magics and life force of their allies, stopped – for now - by planar barriers.
The bottoms of stairs showing slick and wet with a mild acid and stones that seem more akin to flesh, with the remains of others clearly visible and partially digested by the structure itself.

The in-play vs. out-of-play factor:

As noted by the many great suggestions above, there’s several levels of “creepy” vs. “grotesque”, which leads to a subject near and dear to my twisted heart – PC immersion.

It’s often difficult to get players out of their comfort zones for properly creepy environments, especially when the players are in a well-lit environment that screams “safe” to their subconscious and tend to speak in 3rd person about their character’s actions. I recommend talking with your players and letting them know that you’re trying to evoke a different feel for a few sessions and see how they feel about changing things up a bit. If they are good with it, there are lots of tricks you can do with lighting, sounds and smells to help really evoke certain areas or NPCs, as well as things with body language, eye contact, and general player awareness.

Not all PCs are comfortable with these types of changes, though, some folks just want to sit around in comfort and roll dice – there’s nothing wrong with that, but it’s definitely best to know which types of players you have before you do things like dim the lights, start up the music and open up the container with the rotting meat smell to clue the players that their characters are approaching the Count of Corpulence and his ghast and zombie lord court.

-TimD


The sound of children singing some creepy nursery rhyme, coming from nowhere in particular.


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"A mirrored sphere descends from the ceiling, casting eerie silver light across the stone walls. Meanwhile, music from an unseen orchestra, its beat unfamiliar, echoes through the cavern. Pink fog fills the room as a large, mummified creature, clad in white, strides toward you. He raises a single hand in the air, finger pointed toward the ceiling."


Corpses (or perhaps zombies) that used to be the partys friends b4 the stasis...

Tombstones - when the party see them, among the tombstones are the partys names

Make it feel easy... Have them roll initiative a bunch of time to 1 hit kill a zombie or a skeleton...


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pennywit wrote:
"A mirrored sphere descends from the ceiling, casting eerie silver light across the stone walls. Meanwhile, music from an unseen orchestra, its beat unfamiliar, echoes through the cavern. Pink fog fills the room as a large, mummified creature, clad in white, strides toward you. He raises a single hand in the air, finger pointed toward the ceiling."

And you can tell by the way he uses his walk, he's a ladies man; no time to talk.


Khrysaor wrote:
pennywit wrote:
"A mirrored sphere descends from the ceiling, casting eerie silver light across the stone walls. Meanwhile, music from an unseen orchestra, its beat unfamiliar, echoes through the cavern. Pink fog fills the room as a large, mummified creature, clad in white, strides toward you. He raises a single hand in the air, finger pointed toward the ceiling."
And you can tell by the way he uses his walk, he's a ladies man; no time to talk.

Or:

"You hear the door slam ... and realize there's nowhere left to run."

The Exchange

I was going to make a joke about basing a dungeon on the horrors of the British preparatory school system, but then I remembered that they've gotten much better in recent decades (unless you count Hogwarts and its countless safety violations) while schools in my country (America) have become an ideal model for dungeons of doom.

"You are shrunk to half your normal size and trapped in a doorless room. A wild-eyed, underpaid man lectures you endlessly about the binomial theorem. The only escape is to make the correct choice of 5 buttons at least 141 of 200 times. Any error resets the entire sequence. Also, lunch today - and every day - will be some kind of green stuff and a blob of gray stuff, possibly gravy."


Tim d. Actually i have it set in absalom, however, i was considering having zon kuthon or urgathoa involved with the dungeon.

However you posting about the shadow plane got me to thinking. What if before the stone hit, zon kuthon transported all the azlanti to the shadow plane for torture and conversion.?


Some nice suggestions here; dotting this for... reference >:D
A click-around visit to the horror pages on tvtropes.org could end up being either a very productive endeavor, or a senseless time-consuming wiki-walk. Attempt at own risk. YMMV.


One thing that helps... every time the players enter a room or look around it, describe it. Only, when you describe it, make certain your description has one object in a different place than last time. Make certain you describe it that way in a nonchalant way, so they don't notice.

Over time, players will start to get a sense that something is wrong with the room, but won't be able to say exactly what.

To add to it, make certain the darkness is more intense; halve all light sources. Describe it as clingy, as if it is trying to smother them and trying to snuff out the light. Describe how the shadows move in detail.

Anything that has a face? Describe it as staring at the PCs. Even when they are out of its direct line of sight, describe the feeling that it is still watching them.

And call for perception checks! Constantly! Then, no matter what they roll, say, "You could have sworn you saw someone out of the corner of your eye, but there is no one there."

Describe their foot steps too! Every single creak as they walk... say it. Emphasize it. Stare at them unblinking while you do it.


Mirrors. Ahahaha, mirrors. Not always easy to work into an undead dungeon, but my sweet lord can you have fun with mirrors. The reflection could be twisted in so many ways. Change, add or remove people, monsters, things or details. Then possibly let it have effect in-game.
Things only one PC can see, but only briefly. Paranoia can be fun.
Things only certain PCs can see, consistently. Party-wide paranoia can be fun too.
Things that look different in the mirror. Might be the mirror being cursed, showing something warped; might be the mirror being the only thing NOT cursed, showing reality.
Show something completely different (as in: not a reflection of the surroundings) at random.
Add "thematic features" to reflections. Maybe it's a zombie/vampire/demon mirror.
Sometimes, reflections are angry. So angry, they get out of the mirror to show you exactly how angry.
Sometimes, reflections are friendly. So friendly, they pull you in for free hugs.
The list goes on. Feel free to mix these things up; maybe the mirror picks a random target, shows them a zombie-version of themselves, and makes it step out to attack the real PC - but he's the only one who sees this, and is likely swinging his sword at his allies.


Ishpumalibu wrote:
Tim d. Actually i have it set in absalom.

Interesting choice. Absalom is on the Isle of Kortos. The island was raised from the ocean by Aroden, who then established Absalom after the Earthfall, which means it wasn't established until after the Azlanti Empire was destroyed by the aboleth.

Not trying to rain on your parade, just saying that if any of your players are Golarion buffs, they may wonder how an Azlanti War College came to exist on an island that didn't exist until after the end of the Azlanti. (Which isn't to say, don't do it, just to say, be prepared for the question.)

Urgathoa would be very appropriate for something like this. It could be that the College was taken by Barasthangas at the time of the Earthfall. I would probably avoid using Zon-Kuthon as you described, as he waited until he was asked to snag and preserve Nidal.

-TimD


Oops, i thought only the starstone was raised onto the island...


Make it clear that everything, absolutely everything, that's in the dungeon and was once alive has been affected by the necromancy. Let that sink in on characters that are wearing furs, leathers and bone items.

Occasionally when they back track have them show up in the wrong place. Don't explain how this happens. Or why. Don't even make it too noticeable - the door next to the door they expected is good. Having these small things happen for no obvious reason is creepier in some ways than knowing someone is after you.

The good old fashioned apocalyptic log is always a promising one. It's a bit difficult with your setting - the players will know other Azlant are dead, and the characters have no reason to speak common, but if you can use something like Draconic to make them think they might be able to save the person involved, so much the better. An emotional investment is useful.

Make the undead croon for them, envious of the life and beauty they will all have.

Make it so they are responsible. If you haven't already started, have a simple seeming mission retrieving a beautiful and wonderful item before ending up in stasis might work. If they've already started a flashback they didn't remember might also work.

Have them walk into a barracks with a bunch of Azlant soldiers or students. The people stare at them in horror, and they realize that they look like undead. After they win you can have the illusion break...or not, so when they walk from the room they see the people they killed instead of the undead they (probably) were.


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Thanks guys tonight went amazingly with your help and they really only just touched upon the actual dungeon portion, believing the creepy signs to be a call for help from their brethren, they just entered a tesseract I'd made. Not only are they constantly trying to survive, and find their way, the barbarian fighter is roleplaying a fine line of obsession for revenge and building insanity from general confusion. It's been amazing and we've only just begun.


I have an idea. It is a trap I never got to use.

Have the hallway be a 5 ft wide corridor.

If the party sets the trap off skeletal hands come out of the walls and try to grab each party member. If the grab succeeds they make a 2nd grab attempt during the next round to pull the character into the wall which, is now made of rotten flesh. Once in the wall the party member can not speak, and begins to suffocate per the normal rules.

This can also be used as a haunt with some modification.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

One that worked well for me was having one PC see something that none of the other PCs notice.

And having it happen to multiple PCs at a time.


They come across a large door, far at the end of a long hallway that otherwise has nothing else in it. Inspecting the massive reinforced door, they see something odd. It's barricaded from the outside and has been designed in such a way that there is only a nearly paper thin space between the door and it's frame.

(DM I once played with ran a wheel of time game and we came across this particular kind of door. We guessed what was inside from the clues and our characters didn't open it out of fear. It was a Gholam.)

They enter a room, squares engraved evenly distributed throughout the entire floor of the room, different symbols (whatever you want, scary animals, stone faces protruding from it, runes, etc...) in each and every square. When someone steps on a square it reacts (perhaps a trap door slides down on a while right across from them, but does nothing... at the time. Maybe the stone face shrieks, the rune glows a fiery light.) None of it actually has to do anything, but I'm willing to bet that at first, they'll be taking their sweet time crossing that floor in fear of something bad happening. Not sure if creepy though. Might just be a fun "trap".

They enter a dark, unlit room. When lit, they come face to face with stone statues. Some beheaded, some have various limbs missing, but the ones with faces and / or limbs seem to all be stuck in a pose of deathly terror.

They step into a hallway, the ceiling quite high and a large (illusory) pit not far ahead of them. On the opposite end they see sparks on said ceiling that seem to be getting closer. With a closer look, it seems that the sparks is just a fuse leading to something just above the party. The door locks upon realization. Not very creepy admittedly, more just straight fear. That being said, that can be fixed by changing the wick into some sort of semi-translucent slime of your preferred color, leaking from between the stone work on the ceiling. (You could have this slime turn into an ooze if you feel like giving them a challenge.) Or, instead of slime, it could just be blood with pained moans and the sound of clanking and thudding come from the ceiling.

A large, old, ornate mirror stands in the center of the room, the decayed remains of various beings encircle it but always seemingly leaving a 10 space circled around them mirror. (Any who look into it have to make a save or are confused.)

There's multiple large sarcophagus upside down, fixed to the ceiling. On the floor just underneath them are their lids. Deep claw marks decorate all of the walls of the room and on the other side, a doorway, it's door shattered just behind, leading into a pitch dark room.

They enter a room, the walls are a slick black and seem to be pulsating. Scattered along the black seemingly living walls are huge eyes that follow the party as well as chomping vertical mouths sharp jagged teeth showing when they open. (Perhaps: Taking too long causes huge slick black tentacles to come out of various points in the floor.) This one's more lovecraftian based I suppose.

The room is large, unkept, with cobwebs and dust everywhere save for a single, simple wooden podium placed against the opposite side of the wall just beside a large doorway that seems to be locked by an odd magic, a nefarious looking rune placed at it's center. Some claw marks on the floor lead from just in front of the door, under the door, into the room past. On the podium is a large, thick, old tome left open, names written upon all the pages leading up to the page that has been left open, each one written in different shades of crimson. Beside the tome, lay a intricate, yet somehow vicious looking quill, large stains of dark red just underneath it's metal writing edge.


Mention how the patch of sore skin around their wrists is itching again.

Despite the fact this is the first time you ever mentioned anything of the kind.

You don't even need a good reason for it, it never needs to come to light why their skin is sore or why it just started itching.

For extra added effect, the very next room they enter has sets of rusty manacles on the wall.


-Place some cackling skulls in the dungeon. Possibly some addressing them personally.

-Have "traps" that do nothing than cast restore corpse on a nearby skeleton (a dead one). Perhaps the PCs might recognize the corpse. Shortly after the corpse is affected by nature's ravages. So in the end what happens is that a skeletion suddenly grows flesh and skin, only to rapidly decompose shortly after. Leaving a stinking, maggot ridden corpse.

-eery noices come from from nowhere and act as a rewerse inspire courage (in fact a haunt or a magical instrument played by the wind, like enchanted holes in the walls).

edit:
-Have one room be very serene, giving off a feeling of peace and savety. In this room place something that looks like a baptismal font filled with water of maddening.


I once had an evil faerie cast Haunting Mists. For those who failed and started taking the Wis damage I described it as them being berated/humiliated by things from their PCs background. One PC had an overbearing mother; suddenly her mother appeared in the mists, welcoming at first, but then twisting into a face of utter disgust. "You are SUCH a disappointment! You're worthless; a pathetic waste of a girl. Why did I ever allow you to come from me? I should have drowned you in the tub and been done with it, saved the world from your endless failures!" that kind of thing.

Still I like the mirror thing. There's so much you can do with mirrors, and so many places to put them. Like in eyes. No, don't REPLACE the eyes of corpse with mirrors. Instead leave jagged mirror shards IN the eyes. What's more, a simple Heal skill check (DC 10) reveals that the mirrors were inserted per mortem, before the person/creature died. Said mirror shards might reflect the face of the killer, the PCs face only twisted, or a weird image super-imposed over reality suggesting a different layer only the dead see.

People are creeped out by things they don't understand. People are horrified by things they both can't understand and can't control.

Silver Crusade

Everything living appears undead and the undead appear to be living.

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